Stormcast Eternals – Vanguard-Raptors with Longstrike Crossbows
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WARSCROLL

Vanguard-Raptors with Longstrike Crossbows

Raining death upon the enemy from afar, Vanguard-Raptors armed with longstrike crossbows are marksmen with few equals. Poised in well-chosen vantage points, they wait with bolts loaded until the perfect prey appears.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Longstrike Crossbow
Longstrike Crossbow24"12+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Stock
Heavy Stock1"14+3+-1
Beak and Claws
Beak and Claws1"24+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 185
Battlefield Role: None
Base size: 60 x 35mm

DESCRIPTION

A unit of Vanguard-Raptors with Longstrike Crossbows has any number of models, each armed with a Longstrike Crossbow and a Heavy Stock.

RAPTOR-PRIME: The leader of this unit is a Raptor-Prime. A Raptor-Prime is accompanied by an Aetherwing, which attacks with its Beak and Claws. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Headshot: Vanguard-Raptors have the uncanny ability to kill with a single shot.
If the unmodified hit roll for an attack made with a Longstrike Crossbow is 6, that attack inflicts 2 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Hunting Call: A loyal Aetherwing is an excellent look-out.
If an enemy unit finishes a charge move within 1" of a friendly unit that includes a Raptor-Prime, roll a dice for each model in that Raptor-Prime’s unit. For each 6+, the charging unit suffers 2 mortal wounds.

Longshot: Vanguard-Raptors are unerringly accurate at extreme ranges when established in a static formation.
Add 6" to the Range characteristic of this unit’s Longstrike Crossbows if this unit did not move in the movement phase of the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, JUSTICAR, VANGUARD-RAPTORS
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The ORDER keyword is used in the following Stormcast Eternals warscrolls:

The STORMCAST ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

The JUSTICAR keyword is used in the following Stormcast Eternals warscrolls:

None
Battleline

The VANGUARD-RAPTORS keyword is used in the following Stormcast Eternals warscrolls:

None
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2021